Dwarf Fortress

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Mod tips, suggestions, and interactions?
So I'm planning on doing some mod shenanigans and am wondering about a few things I'm messing with:

One, I want to add some dragon stuff. Specifically, I want Smaugs (wings optional). Existing dragons don't have armor (preferably that I can forge things from) or intelligence. The red dragon mod adds the former but is incompatible with the Wyrmtongue mod that adds the latter. Wondering whether red dragon should be used or if my beefy dragons should come from elsewhere.

Two, combat. Dwarves are made of plastic and tissue paper and I'd rather them not get their heads pulped by a single punch. Thus, the Tougher Bodies mod. I'm just wondering how this one interacts with other mods, whether it needs compatibility packages, etc. Also, Vanilla Weapon Overhaul is on the list too so whips aren't ludicrously powerful. Do these specifically have any weird interactions?

Three, planting. Advanced Agriculture seems like the big one here, but there's also Tekkud's Farmstead with pickling and such, and the two seem extremely incompatible. Which one would everyone suggest?

In terms of other mods, it's mostly QoL and graphical stuff. I am curious on whether I want to mess with raws for small stuff like giving dwarven women beards instead of getting separate mods for those though, and if so, how I'd want to do that.
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For small creature tweaks, you can just make a super small standalone mod:creature_tweaks.text using [SELECT_CREATURE:DWARF] make the small changes. You can also add or modify Creature variations like this.

Graphical stuff can get very complicated very quickly depending on how much you wanna change /create.

Graphic raws are incredibly huge compared to any other raws, if your using notepad they can be very overwhelming to look at.
Last edited by Aradar; 14 Jul @ 9:07am
I'm not touching graphical stuff myself, that's all coming from outside mods. The current direct modification I want to do that isn't already part of my modlist is finding a way to nerf regular dragons to semi-megabeast level (bare minimum, ditch the firebreath) while their megabeast spot is taken by the red dragon mod's smaug-like dragons.

Also wondering if there's a way to make certain food items act as a drug of sorts. Specifically, making the brains of sapient creatures a drug to the mind flayer civ mod.
Aradar 15 14 Jul @ 11:16am 
Yes to food drugs alcohol is the most simple version of this concept. Ive made 2 mod that adds a bunch of food and inorganic related "drugs".

Yes the brain thing is possible but would take some effort, you'de need to define a new brain tissue material attach the syndrome with the effects on this brain tissue then assign this new brain tissue to creatures, making sure the syndrome only effects your mind flayers so every body who eats brains isn't affected.
Last edited by Aradar; 14 Jul @ 11:22am
Possible but tricky, noted. I'll see if I'm willing to put in the effort later. Might take an easy route and just apply it to the "prepared X brain" items.
Any tips for the semi-megabeast dragon idea?
If you just want it to be weaker removing dragon fire emission and or replacing it with fireball would nerf it a lot. Was reading the red dragon mod description if you remove the [does_not_exsist] tag from the regular dragon, in the red dragon mod you should get the functionality you want ?
Last edited by Aradar; 14 Jul @ 2:11pm
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